Darkfall: UW [Open World PVP Sandbox] MMOFPS Info Thread- Release Dec. 12th 2012

EvAnGeLoS

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Darkfall: Unholy Wars Release Date Dec. 12th , 2012

I thought I would put up some info on Darkfall: Unholy Wars, since a lot of people don't know about this great PVP MMORPG game. I've played a ton of MMORPG over the years, and Darkfall is by far my favorite MMORPG. There is no other MMORPG on the market that even comes close to the amount of freedom and features that Darkfall holds. Being a Open World Sandbox with full loot, active [FPS/Third Person] combat, sea battles, guild politics, territory control, player housing, and huge city/hamlet sieges. If you don't like the large scale stuff likes sieges, u can do small scale stuff as well. Nothing like running around in a squad killing players or groups in the open world. Anyway, I just thought I could post here, and see if anyone is interested.

I setup a small scale PVP guild a few days ago, so pm if your interested in trying the game.


NEWS: Darkfall Greenlit on Steam after a record 2 days of voting


Here is some Darkfall:UW info:

Developer Dairies:
Darkfall: Unholy Wars Announcement Video
Darkfall: Unholy Wars Developer Dairy - The World
Darkfall: Unholy Wars Developer Dairy - User Interface
Darkfall: Unholy Wars Developer Dairy - Clans and Warfare

Class and Role Videos:
Darkfall: Unholy Wars - Warrior Class/Baresark Role
Darkfall: Unholy Wars - Warrior Class/Battle Brand Role
Darkfall: Unholy Wars - Skirmisher Class/Deadeye Role
Darkfall: Unholy Wars - Skirmisher Class/Brawler Role
Darkfall: Unholy Wars - Elementalist Class/Fire Magic Role
Darkfall: Unholy Wars - Elementalist Class/Air Magic Role

General Videos:
Darkfall: Unholy Wars - Short Gameplay Video
Darkfall: Unholy Wars - Developer Interview

THE WIPE
Darkfall: Unholy Wars is a new game, and upon its release, Darkfall 1.0 will be shut down. Characters will not be transferred over. Everyone will start over with a brand new character.

DFUW CLIENT FEE
Players who have ever purchased a Darkfall account will not have to purchase a client for Unholy Wars. They will simply pay their subscription fee.

BUNNY-JUMPING
Fall damage has been increased to reach the cap of the game, and if a player takes enough fall damage to kill them, that player becomes incapacitated. The 'Slow Fall' spell is a great utility added to the game to counteract this, but it is on a long cooldown. People can become incapacitated from bunny hopping.


RACES

No specific new races have been announced, and no races have been removed (as far as I've seen). Melee reach is supposed to be more normalized and balanced. For example, look at the Ork and Human pictures on facebook and compare the two. The Ork is definitely beefy but he isn't much larger than the human. It is probably safe to assume that a similar approach has been taken for the other races as well.

ROLES
Players will be able to switch between roles, but only have one selected at any given time.
Roles are not classes, but temporary specializations. The game will include four (4): Elementalist (mage), Primalist (priest), Warrior (fighter), and Skirmisher (ranger).

Warriors can wear heavy armor. Skirmishers can wear medium armor. Spellcasters can wear light armor or robes. There is evidence to believe that some robes will affect spellcasting.

A Warrior has access to a range of melee, defensive, and combat oriented skills. A Skirmisher has access to light weapon and bow skills. A Primalist has access to priestly magic. And an Elementalist to powerful magery.
The Warrior and the Skirmisher role will also offer a choice of 4 schools each which will be opposing in pairs exactly like the magic schools. The Warrior role is probably self explanatory but the Skirmisher is a medium armored role that can be either close combat oriented or use a bow to deliver deadly hits from a distance. There are quite a few things we believe you will find interesting that are related to this role system and we will present it in detail in the future.

MAGIC
*Insta-cast offensive ray spells have been removed from the game, due to their imbalance.
There are two types of magic: priest (primalist) and mage (elementalist).
The mage is intelligence based and can select two schools from Fire, Earth, Water, and Air. Fire blocks Water and vice versa. Earth blocks Air and vice versa. The mage will also select one school to be primary and the other to be secondary. This will further diversify mages. For example, a player who selects Fire as the primary school and Earth as the secondary school will have a considerably different playstyle and spell selection compared to someone who selected Earth as their primary and Fire as their secondary. Another example: Fire is supposed to be more useful for longer-ranged attacks against multiple targets, while Air will be more favorable for close combat in smaller numbers.
The priest is a wisdom based spellcaster and can select two schools from Life, Pain, Law, and Chaos. Simliar to the mage, Life blocks Pain and vice versa. Law blocks Chaos and vice versa.
New spells and spell effects have been added.
There are more robes, which can affect gameplay.
Minor Incantations is both intelligence and wisdom based. It is also available to all characters, no matter what they are wearing. There are five utility spells in this school, and none of them require reagents to cast.
Major Magic will also be available to anyone.
Mana Missile – Your typical low level damage dealing spell.
Heal Self – The standard self healing spell for all characters.
Light – Can be cast on enemies to illuminate them or on allies to illuminate dark areas. Our differed lighting system is what makes this possible.
Slow Fall – Falling damage is quite perilous in Darkfall 2.0. The cap for fall damage has been increased quite a bit and you will take such damage for shorter drops than in the current game. Also falling damage will leave you incapacitated if it exceeds your current hit point total. If you are out alone or with friends that is a minor inconvenience as you will either recover on your own or get revived. If you are being chased by an enemy though, a gank is more likely to follow. Slow fall will be life saving in such situations but it needs to be timed quite accurately to be effective.
Beacon – A spell for marking targets.
A lot of work has been done in balancing magic and making the effectiveness of spells make more sense.
The primary factor when determining spell effectiveness is the governing attribute. Intelligence and Wisdom levels will play a major role on how much of an impact you do while casting spells. Of course Intelligence based spells only take this attribute into consideration with Wisdom based ones doing the same.
Staves have been rebalanced and their rank now plays a more prominent role in the effectiveness of the spells you are casting.
No word has been spoken about Witchcraft, Necromancy, Spell Chanting, or Arcane magics. It is probably safe to assume that these schools have taken on new names and reworkings in the Priest role.

DEMI-GODS
Yes, there will be some more "boss" monsters, both roaming around and some guarding dungeons.
Also, most monster loot, namely high-end, has been rebalanced to better suit the risk vs. reward scenarios.

MOMENTUM AND CROSSHAIR WOBBLE
They have been implemented but should only very slightly affect gameplay. It will definitely hinder the "squirrely-ness" of some people engaged in melee combat.
Movement affects the amount of crosshair wobble.

NPC CITIES
Most cities have been reworked to be easier to navigate by sorting them into districts. For example: cities now have a magic district or a crafting district, etc.
There will be four NPC cities per racial area, three faction cities, and one capital.

PLAYER CITIES
Teleportation chambers have been removed.
Many cities that were previously accessible via a mountain or other terrain have been reworked to require either spells or the provided entrances. All cities have at least two entrances now.

SEA AND WATER
A lot of the empty areas of the map that were filled with water have been removed, or brought closer together.

SURGING
Pre-suring is supposed to be removed.

CRAFTING
When crafting, as you skill up to new levels, you'll stop gaining from lower levels items. In order to gain up to higher levels, you'll need to make items close to or at your current level.
Failures are also handled in a different way. While the failure rate has been increased a bit, the closer you are to a recipe not giving you skill gains, the more likely you are to succeed in crafting that recipe. Additionally, failing will not mean that you lose all of your materials every time, but there will be a chance to loose all, some or no materials at all.
To give you an example of all of the above, a weaponsmith starting at skill level 1 will be able to create, among many other items, a Crude Militant Greataxe. This is a rank 0 Greataxe of the Militant style. As his skill increases, he will be failing less and less and at skill level 25 he will have an almost guaranteed success at crafting this item as well as all other items of this rank. Once he hits 25 he will need to switch to a rank 1 recipe to continue increasing his skill.
All crafting skills now have a mastery to go with them. Some new skills have been introduced as well. Shields will be crafted with the shield crafting skill. Staves will be crafted with the staff crafting skill. Tailoring is used for cloth items, such as robes and bags. Leatherworking is the skill used to make leather armor.
Tools for crafting no longer exist. You simply need to be at the appropriate crafting station and have the required resources.
Rare ore plays a major role in a variety of crafting skills. In addition to being used in crafting weapons and armor, it can also be used to infuse other materials like wood and leather. Higher ranks of items require an infused variant of the specific material. Woodcutting can be used to infuse wood with rare ore to produce materials like selentine wood, furthering the depth of crafting.
Tanning and weaving are two new conversion skills. Skinning some creatures produces raw hides instead of leather. These hides need to be cured to become usable leather. You can combine raw hides with rare ore to make materials like neithal leather. Cloth, which can now be crafted, will be made with the weaving profession. Herb gathering nodes can now produce cotton, which can be processed into cloth, or infused with rare or to produce materials like leenspar cloth.
This system spreads the rare materials across all professions.

INCAPACITATED
When a player becomes incapacitated, he slowly regains hit points until he is above zero, at which point he can press the spacebar key to revive himself. If the player fails to press the spacebar in the alloted time, he will be returned to his bindstone. This change makes ganking enemies more crucial in fights, and allows a little more room for error in some situations that aren't related to PvP. It also makes higher-end monsters more dangerous, because if a damaging hit would take you below -10 hit points, it kills you outright.

LIMBO - Removed based negative player feedback
The limbo state is one that has been in discussion for a while. Basically when a character is ganked, he is able to quickly re-equip himself, hopefully with an already prepared bag, from his bank and return to an area relative to his corpse. There isn't much time granted to do this so players have to be prepared. Also, this feature has a gold cost related to the value of the items you decide to equip during this limbo (the re-equipping). This is aimed at reducing a players downtime so they can continue to play, should they decide to risk more of their gear to re-enter the fight. The limbo feature will have a sensible cooldown. The gold cost increases for using the limbo feature successive times. There is a limit on how many times someone can use this feature in any given 24-hour period. Again, the respawn location is fairly large and completely random, so the player takes a chance at spawning right in the middle of his enemies after using this feature.

USER INTERFACE AND GRAPHICS
There will be a new chat system, offering more flexibility and customization, while being less intrusive and more user friendly.
There is a ton of work being done to graphics, world-building, lighting, GUI, etc.
Some dedicated item hot bars have been added for items such as weapons and reagents.

NEW PLAYERS
The training areas consist of a series of chambers where the players can train before they move on. Training works like a gauntlet tutorial, beginning with movement and scaling all the way up to spellcasting and combat. This is sure to be a fun experience, and well worth the wait, even for veterans, because the training process has an epic ending! After training, the player is transported to the actual world. The entire system is to enhance the new player experience and lessen the learning curve at the beginning of the game.
Mount ownership is being reworked to fit the alignment system. When a player dismounts, the mount will remember its owner for a brief period of time. If a different player jumps onto the mount, that player will be flagged a criminal and anyone can attack them without penalty. Guard towers will also attack players flagged criminal from this. This is a simple implementation to lower the risk of dismounting in crowded areas or NPC cities. This also helps newer players out, because they are usually the ones unaware of Darkfall's mount thieves when they first get a mount.

"THE GRIND"
The grind is theoretically lessened, due to the player's ability to become viable more quickly within his chosen role.

MARKET
The initial market plan: The market exists in all racial capitals and chaos cities. Players can buy and sell any item in the game here, but also place orders to buy and sell. If an item was not placed onto the market at the market you are buying it from, you can pay a courier cost to have it delivered to you, or you can travel to the market it is located at and pay the listed price.
Player concerns have made the implementation of the market delayed, due to the nature of Darkfall. It will not be implemented at launch.

SHIPS
There are some new ships to be crafted, as well as a mastery version of the skill. This mastery skill will open up new ships aimed at naval warfare. Speed, armor, layout, and maneuverability are all features giving each ship it's own area of expertise. All ships will be craftable using all NPC holding workbenches.
There is a Fishing Trawler, which is used strictly for fishing. The ship has only one cannon at the back. You can only fish with this particular ship and all fishing equipment has been removed from other ships (Not sure how this affects fishing poles without a ship).
The Launch ship is a smaller ship that can be used by smaller parties to participate in naval combat.
The Coastal Runner has no cannons but is easily the fastest ship on the seas. This ship is useful for transporting goods or people across the water as fast as possible. This ship will have a very low amount of hit points.
Another ship is the Sea Scraper. This ships act like an underwater submarine, scraping across the bottom of the ocean. This ship moves slowly, but can uncover hidden treasures and bring them to the surface.
Siege equipment and mount crafting are receiving similar reworkings.
Some thought is going into whether or not larger ships can push smaller ones.

POINT SYSTEM
There will be a point system implemented. This point system is a way for players and clans to monitor their progress and provide more gameplay options.
The first points are player points. PvP, PvE, harvesting, crafting, etc. grant player points. These points can be used to perform other actions within the game. There is also an achievement system, which is linked to the point system.
Clans can also gain points. Clan members gain points for themselves and their clan while participating in related activities. This also comes with an achievement system.

TERRITORY AND RESOURCES
Villages will essentially belong to player holdings around them but not just to one holding. There will be an ownership overlap for all villages and clans that own a holding will need to secure the villages that correspond to it if they want to reap the rewards. Clans that do not own a holding or want to profit from a village that is not within their holdings influence can still do so as there is a pillaging mechanic that serves exactly that purpose.
Essentially, a clan holding gives to the clan that owns it potential sovereignty over specific villages. Neighboring holdings will also have potential sovereignty over these villages. There will be a constant struggle between neighbors for control of villages and in turn resources generated by them. Add to this the occasional pillaging clan that will try to profit from poorly defended villages and you can hopefully see why we are so excited about this feature.
Clan holding resources nodes will remain within city walls, but won't perform as well or yield as much if the surrounding villages aren't in that particular clan's control. The nearby villages have a direct effect on what the resource nodes provide.
Areas that have a higher risk to gather from potentially have a greater reward or yield.
Resource Monoliths are control points scattered across Agon which can be used as a more profitable way to harvest crafting resources, creating a PvP hotspot. Any player can capture a monolith by grabbing the ownership mark from it if it isn't already captured. The current capture holder of the monolith will have resources added to his bank and backpack, similar to how Villages work with gold now. The player can lose control of the monolith if he logs off, leaves the control area, or is killed. When someone loses control, the ownership mark returns to the monolith, becoming free to grab for anyone else.
Clan cities are no longer the almost-exclusive way of getting rare resources, such as ingots. Sea Fortresses, player villages, and resource monoliths, all being outside the relative safely of player holdings, will provide the bulk of materials for crafters to create the best equipment with. This will create many more PvP hotspots.

CLAN MEMBER PERMISSIONS

Permissions for access to clan features can now be individually assigned to members, they are no longer grouped into arbitrary and inflexible ranks. Permissions are organized into “categories” like Membership, Politics, Conquest etc. For each category there is also a management option that allows any member with it to assign or remove permissions of that specific category to other members. There is also a Master permission that is automatically assigned to the clan leader and allows him to edit any and all member permissions.
Also to make things simpler, permissions are linked. That means that if for example someone is assigned the “Edit Recruits” permission, they automatically receive the “View Recruits” permission. If a management permission is assigned to a member, that member automatically receives all permissions in their category.
Each permission will have an associated title, the clan member can chose one of the titles from their assigned permissions to display as their clan role. For example, being assigned the “Edit Recruits” permission will give that member the option to display the “Recruiter” title.
Military Ranks still exist but are now related to PvP related performance and they are granted automatically upon achieving specific goals. The do not however grant any clan related permissions.
This will provide a lot more flexibility to Clan Leaderships as well as a way to let specific members handle tasks they are good at.

MERCENARIES IN SIEGES

Apart from that, work is also being done on a new contract system. At this moment this system is being developed to be quite open ended so that it can be used in various ways if we so choose. The first application of it however has to do with mercenary like contracts. We feel that sieges is an activity that even small clans that do not own a holding must experience as it’s a quite unique feature of Darkfall.
To that end we are implementing this contract system to serve as an organized and structured way for such clans to participate, contribute and even profit from siege related activities. Of course our aim is for the system to be also usable by clans that want to have mercenary work as their primary source of income.
 
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Could be good..but AV has such a terrible track record and they are extremely unprofessional. There is no pricing information of any kind for the game. Much of the basic "business acumen" is lacking, but they are unique in their approach to MMOs.

That being said, I will check out the game when (if) it gets released next week. Don't see a 12/12/12 release happening based on the position they are in now.
 
It sounds cool. But I'm not getting into another subscription based MMO with how many free ones there are now.
 
I was thinking of getting the game, but is it available for purchase or preorder because I looked through their site and there is a buy now, but I don't see anywhere where you would buy the game. There's only a spot where you enter a game key.
 
Sea battles? Wtf count me in would love to be a pirate captain
 
I was thinking of getting the game, but is it available for purchase or preorder because I looked through their site and there is a buy now, but I don't see anywhere where you would buy the game. There's only a spot where you enter a game key.

Nope. There hasn't been a priced announced or a subscription pricing model either.
 
Nope. There hasn't been a priced announced or a subscription pricing model either.

Most likely a new copy of the game will cost $30 USD, and the monthly sub will be $10 like original Darkfall. They said pre-orders will be tomorrow (Monday Dec, 10th), and that if u had a account for the first game all u had to do is pay the monthly sub. So the game will cost $10 for those that own Darkfall 1.0, and the new accounts will have access to both the NA and EU server.

Some huge boat videos from Darkfall 1.0 below. Boats are getting a revamp for Darkfall: Unholy Wars.
http://youtu.be/6Ffmri2liFU
http://youtu.be/MSncizgMt5k
 
I might get it depending on the price.

I was in the Darkfall beta but never did pick up the game.

How was the playerbase? That's the main thing that will affect the enjoymetn of the game, a good active playerbase with plenty of people to play with, guilds to join, go to war with, etc.
 
Isn't this coming to Steam?
http://steamcommunity.com/sharedfiles/filedetails/?id=110245629&searchtext=

I believe the devs said that if you pay the monthly fee you get the new game for free until launch. So $10 for the new game isn't bad. Don't think I want to play another MMO right now though. Burned out in 2009 but kept going into 2010. Held a candle in the wind for 2011 that I ended up rescuing with a match in 2011. Thought I had an Olympic torch in GW2 but dropped it in the River Thames a month later.

:)
 
So no pre order today it seems?

Why on earth haven't they updated their website? the news section still lists things from 2009 and nothing since then.

They want people to be interested in the gamea nd to buy it then they need to actually show proper new news and details.
 
Well look at that, everyone said "no they won't delay it so close AGAIN" and what do they do?

Game pushed back months, beta starts on the 17th (if you believe them again).

Bad way to try and get new customers.
 
Oh nice, apparently it will be released on steam. Should be able to get a few more people playing it now.
 
The Pre-Orders open up tomorrow, and Beta is on Monday Dec. 17th. If you already own a old DF 1.0 account you get the game for $15, name reservation for release, and most likely headstart access. You get the same if your a new customer, but the game will cost $30.

In my opinion it was a smart move to delay the game, and take some time to beta test it with the players. They are going to want the game to be as bug free as possible, if they want to have a good release on Steam.

All the guilds that enjoy real PVP are playing Darkfall: Unholy Wars. I run a guild, and I'm looking for members, so if your interested PM me. I can answer all questions you guys might have about the game.
 
Pre-Order is up. Just purchased. Lets get an [H] group started for next week!
 
Thanks for the update. I'm going to wait and purchase this game through Steam. That's assuming this game actually does release and has decent reviews.
 
Zenimax really should have looked at Darkfall instead of WoW when they were copying--i mean designing--their TES MMO..

I've never played Darkfall, but it's always been on my radar as it sounds just epic.
 
You guys that preordered, how are you liking it? I really want to buy and play but I'm very cautious and don't really want to get burned, even if it is only 30 (never played df1 though I followed it for years before its release). Some people are saying it's pretty bad while others are saying it's great. I really wouldn't mind the massive bugs if the core gameplay (pvp and combat) was really good.
 
I really hope this game pulls through. I've been playing beta and I have really enjoyed it so far, having lots of fun. I even got my girlfriend playing it (her first MMO) and she's really enjoying it as well. Honestly, having followed Darkfall for about 8 years, I've seen it all when it comes to AV and their shenanigans....but in all seriousness, there is just no other game quite like this.

I've been gaming since Wolf3d, competatively since Quake 3 / CS b5.2. I've played almost all MMO's in search of my perfect game, always going back to EQ1 (Rallos Zek) which I played for over a decade. Darkfall is just an amazing game, made by such a horrible company. There are a lot of people who sit around spending their day trolling the forums and stirring the pot, but there is also a large number of people who just log in and play and have a great time. I'm one of the latter. Once you participate in a 1000 person siege, shit even a 50 v 50 or 100 v 100 one, you see just what this game is capable of and why it is so amazing. Even rolling around by yourself, sneaking through the foilage hunting down enemies in the shadows, waiting until the proper time to strike a group of opponents outnumbered 3v1 or 4v1, it's a very fun experience. Sometimes you die and lose everything, sometimes you live and reap the benefits.

Has anyone else played and enjoyed it so far? I can't wait until this is releasing...although I'm VERY happy it hasn't yet, I return home in 10 days from 1 year in Afghanistan. :D
 
Huge turd of a game. I pre-ordered and they absolutely refuse to give anyone their money back. No one even plays in beta anymore. They all just trash talk AV on the beta forums all day long. It's a completely empty world and it's extremely boring. It's DFO without the few fun elements that made DFO worth playing. Might want to get excited about a better upcoming title like EQNext (which will have a playable version by the August SOE Fainfaire) or Camelot Unchained (created by the guy who worked on DAoC and Warhammer Online).
 
Also you could pre-order a founder pack for Neverwinter and play in the betas in March if you need a new MMO fix when you get home. It looks OK, not extremely promising, but something that can be a decent holdover until Elder Scrolls Online or EQNext.
 
EPOQ, the terms of the pre-order stated that there are no refunds. The game is not empty, yet as always, the forumfallers are trolling in full force on a daily basis. Those of us who actually log in every day and play are having lots of fun. I'm playing from Kabul and having a shitload of fun even with a 1000 ping.

There is plenty of PvP, usually multiple sieges every day with hundreds of players and there is lots of fun PvE content to explore that is completely new.

While, yes, I do understand that there are things wrong with the game currently, I think you and everyone else need to understand that it is in beta and is nowhere near being completed. It's not a marketing beta to show the game off and it has come a long way since the start back in December.

All issues aside, I seriously hope that you guys will give it another try when it gets released and not judge the game by a beta version. This game has a LOT of potential and I really think that they're going to get it right this time. If they don't, I'll be jumping ship to the next twitch combat full loot pvp sandbox that comes up.

Cheers!
 
Kept an eye on this game over the years and it does sound compelling, but the people behind the game seem to mismanage very badly. It's put me off buying the game (and this reboot of it) because of the constant issues and targets they miss.

I just don't trust them and rewarding them with my money will just tell them that their current working practices are fine.
 
EPOQ, the terms of the pre-order stated that there are no refunds. The game is not empty, yet as always, the forumfallers are trolling in full force on a daily basis. Those of us who actually log in every day and play are having lots of fun. I'm playing from Kabul and having a shitload of fun even with a 1000 ping.

There is plenty of PvP, usually multiple sieges every day with hundreds of players and there is lots of fun PvE content to explore that is completely new.

While, yes, I do understand that there are things wrong with the game currently, I think you and everyone else need to understand that it is in beta and is nowhere near being completed. It's not a marketing beta to show the game off and it has come a long way since the start back in December.

All issues aside, I seriously hope that you guys will give it another try when it gets released and not judge the game by a beta version. This game has a LOT of potential and I really think that they're going to get it right this time. If they don't, I'll be jumping ship to the next twitch combat full loot pvp sandbox that comes up.

Cheers!

ub3r, I check the forums on a consistent basis with the hopes that Adventurine will EVENTUALLY deliver a product that I consider worthy of the money I paid for it. At this point, it's hard for me to even want to continue giving them a chance after how misleading they were about when the game was going to launch. I don't feel that they are working on things in a manner that I consider to be "timely". Unfortunately it seems that there are MANY others with the same sentiment who frequent the beta forums. I have pretty much lost all faith in AV at this point but I will still continue checking the forums from time to time because of my monetary investment into the game. I'd like to see something worthy of my money at some point, but only time will tell.
 
rofl -- it boggles my mind when people pre-order games, especially when those pre-orders cannot even be canceled. Zero sympathy for anyone who bought it.
 
rofl -- it boggles my mind when people pre-order games, especially when those pre-orders cannot even be canceled. Zero sympathy for anyone who bought it.

There was a lot of hype prior to the pre-order period. I don't blame anyone other than myself, I didn't bother to read their NDA. Why? Because most companies are honest and putting a line in their NDA about "no refunds period" just seems like shady business to me. I'll probably read NDA's in the future should I be skeptical about the product I'm investing in. I wouldn't be surprised if that was their plan all along. Short-sighted cash grab from pre-orders, then launch a complete pile of garbage and walk away from it. It is AV after all.
 
ub3r, I check the forums on a consistent basis with the hopes that Adventurine will EVENTUALLY deliver a product that I consider worthy of the money I paid for it. At this point, it's hard for me to even want to continue giving them a chance after how misleading they were about when the game was going to launch. I don't feel that they are working on things in a manner that I consider to be "timely". Unfortunately it seems that there are MANY others with the same sentiment who frequent the beta forums. I have pretty much lost all faith in AV at this point but I will still continue checking the forums from time to time because of my monetary investment into the game. I'd like to see something worthy of my money at some point, but only time will tell.

Out of curiosity, have you tried simply playing the beta and joining up with a group of players and enjoying the game? It's actually a lot of fun. I just got done playing for 5 hours and had a ton of PvP and did a bit of farming too, it was extremely fun. Some people tried to jump us and it didn't work out too well for them :cool:

Most players do the same thing you do, they don't play the game and they just sit around and troll on forumfall. The game is worth playing in it's current state and could use a lot of work, yes, but you're going to have fun if you simply log in and give the game a chance instead of reading the posts of one of the worst forum communities on the internet. Just my 2 cents :)

Cheers! :)
 
Out of curiosity, have you tried simply playing the beta and joining up with a group of players and enjoying the game? It's actually a lot of fun. I just got done playing for 5 hours and had a ton of PvP and did a bit of farming too, it was extremely fun. Some people tried to jump us and it didn't work out too well for them :cool:

Most players do the same thing you do, they don't play the game and they just sit around and troll on forumfall. The game is worth playing in it's current state and could use a lot of work, yes, but you're going to have fun if you simply log in and give the game a chance instead of reading the posts of one of the worst forum communities on the internet. Just my 2 cents :)

Cheers! :)

I can't even stand the UI in it's current iteration. The extreme clunkiness of just that is enough to make me want to pull my hair out. The lack of development skill shows in pretty much every area of the game. Sure, the innovation is there, but the implementation is simply not. I haven't played with other people since the first week the beta launched. You're right about the forums though. It has always been of the WORST communities. I tr to take things people say with a grain of salt but the complaints just keep piling up. At some people you gotta just give in and fault AV. It's their disaster of a game. You might be having some fun in it but it seems that you are vastly outnumbered by those who think the game is a complete abomination. I say this out of respect, and as a player of this genre since 99 in my EQ days. EQ is well over a decade old now and that game in it's vanilla state back in the late 90's was less clunky and more responsive than DF:UW.
 
As a follower of Darkfall since the game was initially conceived by Razorwax, I can honestly say that I hope this game burns to the ground for what they've done. I've only wished that upon one other game, and that was Fury....which is now gone. NEXT.
 
EPOQ,

In the eyes of many veterans, the UI is bad in form and function. However, everyone who has participated in sieges understands that it performs a hell of a lot better than the legacy UI. This is a pretty big deal in my opinion, and while the current UI has its shortcommings, it still functions for me. They are probably going to change it again before launch. Also, the radial skill menu isn't a horrible idea I don't think, as it makes it very easy for new players to grasp having a lot of skills, while vets can just rebind their hotkeys and not bother using the radial menu. I'll admit it, I still use it for transfers/heals and most of my right-click skills, while I've found it more convenient to use hotkeys for my left click "attack" skills like disabling blow, whirlwind, repel, debuffs, etc. I can honestly say that the game runs a hell of a lot smoother with this new UI than the old one. If you ever did any serious optimization in the old game, you know that you had to "hide" as many interface windows as possible to get as many fps as possible. Having your chat window open during play cut your FPS by around 20 or more depending on how many open tabs, while in the new UI it only drops it a few. I really disliked the new system at first but it's grown on me and I've found it's not SO bad anymore.

Basically, like with MOST THINGS in the new game, they have made great progress but it still leaves much to be desired. But, that's the point of a beta test, isn't it? To hammer out the finishing touches to make everything polished and nice before launch. I can already guarentee the launch isn't going to such as bad as DF1's simply because they've actually fixed the exploits and bugs in this version prior. Just saying.

What do you think about these points?
 
EPOQ,

In the eyes of many veterans, the UI is bad in form and function. However, everyone who has participated in sieges understands that it performs a hell of a lot better than the legacy UI. This is a pretty big deal in my opinion, and while the current UI has its shortcommings, it still functions for me. They are probably going to change it again before launch. Also, the radial skill menu isn't a horrible idea I don't think, as it makes it very easy for new players to grasp having a lot of skills, while vets can just rebind their hotkeys and not bother using the radial menu. I'll admit it, I still use it for transfers/heals and most of my right-click skills, while I've found it more convenient to use hotkeys for my left click "attack" skills like disabling blow, whirlwind, repel, debuffs, etc. I can honestly say that the game runs a hell of a lot smoother with this new UI than the old one. If you ever did any serious optimization in the old game, you know that you had to "hide" as many interface windows as possible to get as many fps as possible. Having your chat window open during play cut your FPS by around 20 or more depending on how many open tabs, while in the new UI it only drops it a few. I really disliked the new system at first but it's grown on me and I've found it's not SO bad anymore.

Basically, like with MOST THINGS in the new game, they have made great progress but it still leaves much to be desired. But, that's the point of a beta test, isn't it? To hammer out the finishing touches to make everything polished and nice before launch. I can already guarentee the launch isn't going to such as bad as DF1's simply because they've actually fixed the exploits and bugs in this version prior. Just saying.

What do you think about these points?

Trust me man, I want the game to succeed. I honestly believe the potential success from the bad rap AV already has, and the constant forum trolling, will be severely limited than what it could have been if this was AV's first try. They released the beta for purchase WAY too early in my opinion. They should have had a free beta trial and released the pre-order MUCH closer to the games completion. Many of us purchased it because of their original launch date intentions. Once we got into the game it was obvious they were MONTHS upon MONTHS away from the game actually being ready for release. That ticked me off. I knew there would be a beta testing period, but look at where we are 3 months later. I'd say nowhere near ready for launch, wouldn't you? We really paid to participate in the alpha AND beta versions of the game.

At this point I don't really care how much time they take to finish the game. In fact, I hope they take the time to polish it and release it fully functional and free of bugs. I just think AV is a shady company from the way they pitched the game and had us buy into it knowing it was absolutely nowhere near being complete. I know it's a small indie company, and playtesting is probably a good thing for them in terms of getting outside players to find and report bugs, but they went about it the wrong way. They shouldn't have charged anyone a dime until it was closer to being a finished product.
 
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